Well, I would like to do three things initially:
abstrax wrote:1. Add UV mapping to the geometry export.
the most important feature if you want to support textures

abstrax wrote:2. Create a crude conversion from C4D standard materials to Lux materials. This will only convert a few channels and only colours and perhaps bitmaps. No blending, no shaders, and so on. I guess, depending on the channel settings I will choose different Lux material types. But I don't know yet, as I haven't experimented much with Lux materials.
Yes, material conversion is a very important feature, since it saves you a lot of time setting up the materials, some fine tuning allways needs to be done anyway.
abstrax wrote:3. Create new material plugins (remember bhodiNUT? - something like that, but more simple) which will have Lux specific settings and allow you to accurately control every aspect of Lux materials. I plan to make them somehow renderable in C4D, but I guess in C4D they will only roughly look like Lux materials. In the first incarnation there will be very likely no shaders and stuff.
Yes, a very professional approach! Just like Vray for C4D does atm... I like this very much!
abstrax wrote:Later I plan to try to import the Lux DLL into the plugin. For this we need Lux builds with DLLs for Windows and Mac OS. If necessary I will try to setup the Lux build system to do this. The Windows build should produce DLLs already. Using the DLL I would then like to add preview renderung of materials. Then I would like to add Lux shaders incl. previews.
By this approach you can integrate Lux seamless into C4D, so that even the viewport render and renderwindow output Lux images! simplifies the workflow a lot.
abstrax wrote:Please comment if the plan makes sense and if I should do step 2 or step 3 first.
For my taste I would like to see the following order: 3, 1, 2
Feature 2 without a material system for further tweaking isn't this much fun to work with, since you'll always end up with results that aren't satisfying.
thanks for your work mate!